I've heard rumors about this here and there, so I decided to do some controlled tests. Results are far from conclusive, but the initial findings are disturbing.
This thread will mostly describe farming attempts, but the conclusions drawn from it affect all PvE, so I placed the post here. If mods feel it's better off in farming then w/e.
I took the same mesmer character and did some Minotaur runs in Elona Reach normal mode. I use two very different builds, a Sandstorm one that can quickly level a large group of foes at once with earth magic, and a Signet of Illusions build that slowly whittles enemies down one at a time with degen and empathy. These builds have demonstrable differences when solo in terms of the number of drops, I've tested and explained this elsewhere, it is the core of lootscaling that making kills close in time to each other significantly reduces the amount of drops received. You can try this for yourself if not convinced, after just a few runs the results are very noticable.
Anyway. What I was curious about though, was what would happen if I had a party of henchies with me in radar range. In theory, loot scaling is only supposed to effect full parties. Therefore, one's killing speed with henchies in range of drops should not affect the drops you recieve. However, data from 20 runs with each build seems to suggest otherwise.
I took the first 5 henchies from the party window, and enter Elona Reach NM. I flagged the henchies right inside the starting gate, aggroed the two Minos on the hill, and pulled them down to the area beyond the hill where tons of minos congregate. Henchies were within radar/not grey on party screen each time. (Drops are less than you'd expect for true solo anyway).
After killing the minos, I screenshotted the drops, counted the number of lootscaled items and gold coin drops. (One Dye dropped for me during an SoI run, presumably dyes are not affected by LS so I therefore discounted it from this list.)
I interspersed the run of each build with each other, to control for any supposed "repeated entry anti-farm code" that some claim is still around. Each time I exited the mission by /resign. The drop instances are listed in temporal order within build, and it doesn't seem to show any repeated entry effects anyway.
Edit: added more data, 10 runs each. On day 2 I stuck the henchies up on the hill, in case them not being "close enough" was somehow messing things up.
For both builds I had +3 fast casting, +1 illusion, +1 inspiration, and a 19% enchanting staff.
[build=Signet of Illusions;OQZDAWwzOogtGOwAIU3qfVNA]
This build basically tanks all day using Signet of Illusions to power the earth skills and empathy, and slowly kills one target minotaur at a time.
Code:
Day 1
Drops Gold
0 7
2 2
1 3
2 4
2 4
0 3
1 1
1 5
1 3
2 5
Avg Drop Avg Gold
1.2 3.7
Day 2
Drops Gold
0 5
1 3
2 3
1 6
0 5
0 3
1 3
1 4
1 5
1 2
Avg Drop Avg Gold
0.8 3.9
[build=Sandstorm;OQZDA5kJPLBuqqwVYM2qfVDA]
With this build I would put up GoEP, then stoneflesh followed by stonestriker, and wait until I could do that again as the minotaurs slowly gathered around. Then I would arcane echo, sandstorm, sandstorm, wait slightly, earthquake, aftershock. Often this would leave minos running away at a sliver, then I'd wait for them to return and finish them all at once with aftershock.
F

